Age | Commit message (Collapse) | Author |
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For many envirionments it's necessary to allocate display targets
in a window-system friendly manner. Add facilities so that a driver
can tell if a texture is likely to be used to generate a display surface
and if use special allocation paths if necessary.
Hook up softpipe to call into the winsys->surface_alloc_storage()
routine in this case, though we probably want to change that interface
slightly also.
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Allocate a texture containing storage instead.
Also clean up ACCUM buffer allocation slightly -- drivers will need
some changes to texture allocation logic to accomodate the concept of
a texture that will only as image storage by the CPU, but it's cleaner
than it was.
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pointing at
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Previously all drivers were in twosided mode since they checked for
stencil.enable[1] flag which was a copy of stencil.enable[0]. Note that drivers
should not reference stencil[1] state (other than the enable) if twosided
stenciling is disabled (for now the stencil state is still copied but for
instance clear_with_quads won't provide useful values in there).
Also, use _TestTwoSide instead of TestTwoSide since results would be
bogus otherwise if using APIs with implicit two side stencil enable
(i.e. core ogl 2.0).
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Use this to set up hardware rasterization (if your hardware can
do it) or otherwise turn on various tweaks in the draw module.
Currently only hooked up to point biasing code.
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We need it to fulfil D3D minimum requirements.
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The later follows the naming scheme of other limits.
Keep the old definition until all possible usage is updated.
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This bit tells us which vertex of the primitive is used to
propagate color for the remaining vertices if flatshade mode.
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Brian's patch to clean up the shader interfaces.
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This will allow creating textures before a rendering context exists, for example.
Only implemented in i915 driver for now. i915pipe->texture_create() just
dispatches through to the i915screen->texture_create() to avoid state tracker
changes for now.
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Added pipe field to pipe_texture (temporary, see comments).
First step toward context-less texture creation...
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Conflicts:
src/gallium/drivers/softpipe/sp_quad_fs.c
src/gallium/drivers/softpipe/sp_state.h
src/gallium/drivers/softpipe/sp_state_fs.c
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This is in a separate commit to ensure renames are properly preserved.
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